395 lines
10 KiB
C
395 lines
10 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2009 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** \file
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* Matrix manipulation functions.
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*/
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#include "lib/ivis_opengl/GLee.h"
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#include "lib/framework/frame.h"
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#include "lib/framework/fixedpoint.h"
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#include "lib/ivis_common/pieclip.h"
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#include "piematrix.h"
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#include "lib/ivis_common/rendmode.h"
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/***************************************************************************/
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/*
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* Local Definitions
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*/
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/***************************************************************************/
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#define MATRIX_MAX 8
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#define ONE_PERCENT 4096/100
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typedef struct { SDWORD a, b, c, d, e, f, g, h, i, j, k, l; } SDMATRIX;
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static SDMATRIX aMatrixStack[MATRIX_MAX];
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static SDMATRIX *psMatrix = &aMatrixStack[0];
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BOOL drawing_interface = true;
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//*************************************************************************
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// We use FP12_MULTIPLIER => This matrix should be float instead
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static SDMATRIX _MATRIX_ID = {FP12_MULTIPLIER, 0, 0, 0, FP12_MULTIPLIER, 0, 0, 0, FP12_MULTIPLIER, 0L, 0L, 0L};
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static SDWORD _MATRIX_INDEX;
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//*************************************************************************
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SDWORD aSinTable[SC_TABLESIZE + (SC_TABLESIZE/4)];
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//*************************************************************************
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//*** reset transformation matrix stack and make current identity
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//*
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//******
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static void pie_MatReset(void)
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{
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psMatrix = &aMatrixStack[0];
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// make 1st matrix identity
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*psMatrix = _MATRIX_ID;
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glLoadIdentity();
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}
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//*************************************************************************
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//*** create new matrix from current transformation matrix and make current
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//*
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//******
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void pie_MatBegin(void)
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{
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_MATRIX_INDEX++;
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ASSERT( _MATRIX_INDEX < MATRIX_MAX, "pie_MatBegin past top of the stack" );
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psMatrix++;
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aMatrixStack[_MATRIX_INDEX] = aMatrixStack[_MATRIX_INDEX-1];
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glPushMatrix();
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}
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//*************************************************************************
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//*** make current transformation matrix previous one on stack
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//*
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//******
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void pie_MatEnd(void)
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{
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_MATRIX_INDEX--;
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ASSERT( _MATRIX_INDEX >= 0, "pie_MatEnd of the bottom of the stack" );
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psMatrix--;
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glPopMatrix();
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}
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void pie_MATTRANS(int x, int y, int z)
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{
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GLfloat matrix[16];
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psMatrix->j = x<<FP12_SHIFT;
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psMatrix->k = y<<FP12_SHIFT;
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psMatrix->l = z<<FP12_SHIFT;
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glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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matrix[12] = x;
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matrix[13] = y;
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matrix[14] = z;
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glLoadMatrixf(matrix);
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}
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void pie_TRANSLATE(int x, int y, int z)
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{
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psMatrix->j += ((x) * psMatrix->a + (y) * psMatrix->d + (z) * psMatrix->g);
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psMatrix->k += ((x) * psMatrix->b + (y) * psMatrix->e + (z) * psMatrix->h);
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psMatrix->l += ((x) * psMatrix->c + (y) * psMatrix->f + (z) * psMatrix->i);
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glTranslatef(x, y, z);
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}
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//*************************************************************************
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//*** matrix scale current transformation matrix
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//*
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//******
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void pie_MatScale( unsigned int percent )
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{
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SDWORD scaleFactor = percent * ONE_PERCENT;
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if (percent == 100)
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{
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return;
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}
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psMatrix->a = (psMatrix->a * scaleFactor) / 4096;
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psMatrix->b = (psMatrix->b * scaleFactor) / 4096;
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psMatrix->c = (psMatrix->c * scaleFactor) / 4096;
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psMatrix->d = (psMatrix->d * scaleFactor) / 4096;
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psMatrix->e = (psMatrix->e * scaleFactor) / 4096;
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psMatrix->f = (psMatrix->f * scaleFactor) / 4096;
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psMatrix->g = (psMatrix->g * scaleFactor) / 4096;
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psMatrix->h = (psMatrix->h * scaleFactor) / 4096;
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psMatrix->i = (psMatrix->i * scaleFactor) / 4096;
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glScalef(0.01f*percent, 0.01f*percent, 0.01f*percent);
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}
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//*************************************************************************
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//*** matrix rotate y (yaw) current transformation matrix
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//*
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//******
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void pie_MatRotY(int y)
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{
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if (y != 0)
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{
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int t;
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int cra = COS(y), sra = SIN(y);
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t = ((cra * psMatrix->a) - (sra * psMatrix->g))>>FP12_SHIFT;
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psMatrix->g = ((sra * psMatrix->a) + (cra * psMatrix->g))>>FP12_SHIFT;
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psMatrix->a = t;
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t = ((cra * psMatrix->b) - (sra * psMatrix->h))>>FP12_SHIFT;
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psMatrix->h = ((sra * psMatrix->b) + (cra * psMatrix->h))>>FP12_SHIFT;
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psMatrix->b = t;
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t = ((cra * psMatrix->c) - (sra * psMatrix->i))>>FP12_SHIFT;
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psMatrix->i = ((sra * psMatrix->c) + (cra * psMatrix->i))>>FP12_SHIFT;
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psMatrix->c = t;
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glRotatef(y * 22.5f/4096.0f, 0.0f, 1.0f, 0.0f);
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}
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}
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//*************************************************************************
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//*** matrix rotate z (roll) current transformation matrix
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//*
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//******
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void pie_MatRotZ(int z)
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{
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if (z != 0)
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{
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int t;
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int cra = COS(z), sra = SIN(z);
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t = ((cra * psMatrix->a) + (sra * psMatrix->d))>>FP12_SHIFT;
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psMatrix->d = ((cra * psMatrix->d) - (sra * psMatrix->a))>>FP12_SHIFT;
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psMatrix->a = t;
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t = ((cra * psMatrix->b) + (sra * psMatrix->e))>>FP12_SHIFT;
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psMatrix->e = ((cra * psMatrix->e) - (sra * psMatrix->b))>>FP12_SHIFT;
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psMatrix->b = t;
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t = ((cra * psMatrix->c) + (sra * psMatrix->f))>>FP12_SHIFT;
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psMatrix->f = ((cra * psMatrix->f) - (sra * psMatrix->c))>>FP12_SHIFT;
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psMatrix->c = t;
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glRotatef(z * 22.5f/4096.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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//*************************************************************************
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//*** matrix rotate x (pitch) current transformation matrix
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//*
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//******
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void pie_MatRotX(int x)
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{
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if (x != 0)
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{
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int t;
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int cra = COS(x), sra = SIN(x);
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t = ((cra * psMatrix->d) + (sra * psMatrix->g))>>FP12_SHIFT;
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psMatrix->g = ((cra * psMatrix->g) - (sra * psMatrix->d))>>FP12_SHIFT;
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psMatrix->d = t;
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t = ((cra * psMatrix->e) + (sra * psMatrix->h))>>FP12_SHIFT;
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psMatrix->h = ((cra * psMatrix->h) - (sra * psMatrix->e))>>FP12_SHIFT;
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psMatrix->e = t;
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t = ((cra * psMatrix->f) + (sra * psMatrix->i))>>FP12_SHIFT;
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psMatrix->i = ((cra * psMatrix->i) - (sra * psMatrix->f))>>FP12_SHIFT;
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psMatrix->f = t;
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glRotatef(x * 22.5f/4096.0f, 1.0f, 0.0f, 0.0f);
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}
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}
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/*!
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* 3D vector perspective projection
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* Projects 3D vector into 2D screen space
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* \param v3d 3D vector to project
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* \param[out] v2d resulting 2D vector
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* \return projected z component of v2d
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*/
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Sint32 pie_RotateProject(const Vector3i *v3d, Vector2i *v2d)
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{
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Vector3i v = {
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v3d->x * psMatrix->a + v3d->y * psMatrix->d + v3d->z * psMatrix->g + psMatrix->j,
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v3d->x * psMatrix->b + v3d->y * psMatrix->e + v3d->z * psMatrix->h + psMatrix->k,
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v3d->x * psMatrix->c + v3d->y * psMatrix->f + v3d->z * psMatrix->i + psMatrix->l
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};
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int zz = v.z >> STRETCHED_Z_SHIFT;
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int zfx = v.z >> psRendSurface->xpshift;
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int zfy = v.z >> psRendSurface->ypshift;
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if (zfx <= 0 || zfy <= 0 || zz < MIN_STRETCHED_Z)
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{
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v2d->x = LONG_WAY; //just along way off screen
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v2d->y = LONG_WAY;
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}
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else
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{
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v2d->x = psRendSurface->xcentre + (v.x / zfx);
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v2d->y = psRendSurface->ycentre - (v.y / zfy);
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}
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return zz;
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}
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void pie_PerspectiveBegin(void)
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{
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const float width = pie_GetVideoBufferWidth();
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const float height = pie_GetVideoBufferHeight();
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const float xangle = width/6.0f;
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const float yangle = height/6.0f;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glTranslatef(
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(2 * psRendSurface->xcentre-width) / width,
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(height - 2 * psRendSurface->ycentre) / height,
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0);
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glFrustum(-xangle, xangle, -yangle, yangle, 330, 100000);
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glScalef(1, 1, -1);
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glMatrixMode(GL_MODELVIEW);
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}
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void pie_PerspectiveEnd(void)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, pie_GetVideoBufferWidth(), pie_GetVideoBufferHeight(), 0, 1, -1);
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glMatrixMode(GL_MODELVIEW);
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}
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void pie_TranslateTextureBegin(const Vector2f offset)
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{
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glMatrixMode(GL_TEXTURE);
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glTranslatef(offset.x, offset.y, 0.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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void pie_TranslateTextureEnd(void)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glScalef(1.0f/OLD_TEXTURE_SIZE_FIX, 1.0f/OLD_TEXTURE_SIZE_FIX, 1.0f); // FIXME Scaling texture coords to 256x256!
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glMatrixMode(GL_MODELVIEW);
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}
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void pie_Begin3DScene(void)
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{
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glDepthRange(0.1, 1);
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drawing_interface = false;
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}
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void pie_BeginInterface(void)
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{
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glDepthRange(0, 0.1);
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drawing_interface = true;
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}
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void pie_SetGeometricOffset(int x, int y)
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{
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psRendSurface->xcentre = x;
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psRendSurface->ycentre = y;
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}
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/** Inverse rotate 3D vector with current rotation matrix.
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* @param v1 3D vector to rotate
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* @param[out] v2 inverse rotated 3D vector
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*/
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void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2)
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{
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unsigned int x = v1->x, y = v1->y, z = v1->z;
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v2->x = (x * psMatrix->a + y * psMatrix->b + z * psMatrix->c) >> FP12_SHIFT;
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v2->y = (x * psMatrix->d + y * psMatrix->e + z * psMatrix->f) >> FP12_SHIFT;
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v2->z = (x * psMatrix->g + y * psMatrix->h + z * psMatrix->i) >> FP12_SHIFT;
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}
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/** Sets up transformation matrices/quaternions and trig tables
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*/
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void pie_MatInit(void)
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{
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const double conv = M_PI / (0.5 * SC_TABLESIZE);
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unsigned int i, scsize = SC_TABLESIZE + (SC_TABLESIZE / 4);
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for (i = 0; i < scsize; i++)
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{
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double v = sin(i * conv) * FP12_MULTIPLIER;
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if (v >= 0.0)
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aSinTable[i] = (Sint32)(v + 0.5);
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else
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aSinTable[i] = (Sint32)(v - 0.5);
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}
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// init matrix/quat stack
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pie_MatReset();
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}
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void pie_RotateTranslate3iv(const Vector3i *v, Vector3i *s)
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{
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s->x = ( v->x * psMatrix->a + v->z * psMatrix->d + v->y * psMatrix->g
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+ psMatrix->j ) / FP12_MULTIPLIER;
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s->z = ( v->x * psMatrix->b + v->z * psMatrix->e + v->y * psMatrix->h
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+ psMatrix->k ) / FP12_MULTIPLIER;
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s->y = ( v->x * psMatrix->c + v->z * psMatrix->f + v->y * psMatrix->i
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+ psMatrix->l ) / FP12_MULTIPLIER;
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}
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void pie_RotateTranslate3f(const Vector3f *v, Vector3f *s)
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{
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s->x = ( v->x * psMatrix->a + v->z * psMatrix->d + v->y * psMatrix->g
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+ psMatrix->j ) / FP12_MULTIPLIER;
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s->z = ( v->x * psMatrix->b + v->z * psMatrix->e + v->y * psMatrix->h
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+ psMatrix->k ) / FP12_MULTIPLIER;
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s->y = ( v->x * psMatrix->c + v->z * psMatrix->f + v->y * psMatrix->i
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+ psMatrix->l ) / FP12_MULTIPLIER;
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}
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